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Messages - c.sprinkle
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76
« on: January 13, 2011, 04:31:23 pm »
Here's the latest update. Two new things for you: The full, 4-way scrolling tilemap demo AND a battle engine demo. If someone could post screenshots. . .  IVP2 is the battle engine.
77
« on: January 13, 2011, 04:24:11 pm »
I've played through the entire thing. This is excellent, and probably the most fun puzzle game I've ever played. I love how you worked a plot in.
78
« on: January 12, 2011, 04:46:03 pm »
Sure. Use Horizontal or Vertical commands and then redraw the new edge of the map.
79
« on: January 12, 2011, 03:45:58 pm »
Thanks, Ashbad. I'm planning to do a larger map later today- when I'm done with homework.
80
« on: January 12, 2011, 02:37:16 pm »
Speaking of scrolling and tilemaps, here's a demo. It only scrolls left and right now, but I'll do more work later this afternoon. I love my wall sprites. They're so beautiful.  I also want feedback on my character sprites. I would love it if someone made me a screenshot. Please. . .
81
« on: January 12, 2011, 02:31:17 pm »
Oh well. *c.sprinkle is irritated at his failure.
82
« on: January 12, 2011, 02:30:14 pm »
I had thought about that too.
83
« on: January 12, 2011, 02:29:11 pm »
I'm going to do a generic enemy for the tilemap, and then use specific sprites only in the battle screen. But because of yours being an ARPG, that wouldn't work. Nice optimization.
84
« on: January 12, 2011, 01:25:58 pm »
Right now it scrolls 8 pixels, but eventually I'd like it to be smooth scrolling.
85
« on: January 12, 2011, 01:22:36 pm »
Actually, the plot was the easy part. What I was mainly doing was drawing plans for my various engines. Scrolling implemented for one tile in each direction. Bugs are mostly fixed.
86
« on: January 12, 2011, 01:16:16 pm »
It stores a 0 or 1 to I, as far as I know.  You can change it using a 1 or 2 if it doesn't work.
87
« on: January 12, 2011, 01:10:16 pm »
It looks great, but you can look at this if you want to: Let's say you have 2 angles, a and b. The ball's position is determined by H and V. When the ball hits the roof heading right: rand^1->indicator variable I 1->X !If I 2->Y End If I 1->Y End H+X->H V+Y->V So if I is 0, the ball bounces at a steep angle, but if I is 1, it goes at a 45 degree angle. When it hits the wall, you do a similar thing. See if that works.
88
« on: January 12, 2011, 12:45:41 pm »
Ok. Do you have a line along the edges of the screen? If so, you can use a simple pxl-Test( routine. If I am restating something obvious, I don't do ASM, so I can't really understand the ASM equivalents of Axe stuff.
89
« on: January 12, 2011, 12:41:43 pm »
Yeah, some of the tiles are confusing. On the IVP tilemap, the normal non-wall portions are just empty. It looks better that way as far as I'm concerned. But I still like yours too. When will a more complete, scrolling version be ready? Also, remember that the limit is 16000 bytes or so for the compiled source.
90
« on: January 12, 2011, 12:37:22 pm »
I like it. One question: What's with the pushable blocks? They move fast if you run at them, but if you push slowly, they won't react. Also, the character animation is nice, but it's invisible due to the speed. I beat all the enemies too.
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